Well I'm just experimenting with a bunch of stuff in all sorts of languages to get better understandings of different systems.One of them is the workings of java, I thought I'd kill 2 birds with 1 stone and make a little RPG system in java.So I've started writing the base systems in Java.

Bear with me on this, here is my implementation so far, I will have another class with its own thread to handle collisions, this is intended only a 2D game.To fill in some blanks,Flag is a type I made to make better use of byte types rather than just using bools, it now acts like 8 bools, likewise I named it Flag intending to use it as such. Flag.B0 is 0000 0000, Flag B1 - B8 are 1, 2, 4, 8, 16, 32, 64 and 128. respectively.Things ending in able (such as updatable) are kept in the components package, simple interfaces to mark whether an object can be drawn, can be updated, etc.

EDIT: BIG EDIT! I've updated the code, now it actually starts runs and ends. I'm not sure on the input though, I tried making it end when pressing escape but it did nothing :/

I mainly want to know if I'm going the right way about this,I've not done much in java before but I'm trying it for the sake of learning it, so any tips or criticisms on me implementation would help infinitely.

I'm no expert on Component based entity systems, but you've got very little on which I can comment. One thing I can comment on is why do you want to have multiple threads? What do you plan on gaining by using multiple threads? It sounds like you're going to make an RPG, so, any speed improvements you MIGHT gain, won't be relevant.

I would suggest not trying to handle multiple threads, you'll just make it more complex.

FWIW, I've developer a Component Base Entity System (see my Dev Journal in my sig) that uses Events to pass information through the entities and components. I used the class component = data and logic, while it seems more people use the component = datat, and use systems to process the components.

I've pretty much got a system I'm happy with now,
I've fixxed the thread thing and a lot of other things I was doing horrificly wrong.
The entity system I'm using starts of with the base entity
BaseClass
all BaseClass derived objects are held in a hashtable with their own ID for easy access.
Then I used interfaces for components, if a class implements a component it must contain get methods for required variables and ofcoarse things like, in the case of Updatables Update. Drawables Draw. etc. etc.
I'm not sure if its most efficient, but it works.